* Added new member 'm_nSpawnCount'.
* Added hook for 'CServer::RunFrame'.
* Abstract class 'IServer' no longer exists in this engine, inherit from 'IConnectionlessPacketHandler' instead (see RTTI in engine executable).
If an error occurs during init, and 'Error' is called, the program will segfault. Fixed by only running the 'send' code from RCON after it has been initialized.
* Use game's CNetAdr RCON and socket creator.
* Add support for constructing host from [ip]:port format in the netconsole client.
* Pass 'netadr_t' parameter by reference to 'CSocketCreator::OnSocketAccepted'.
This change was planned for a long time. This moves all REGISTER calls to a single translation unit, this is required as we currently added a very dirty workaround for not registering duplicates by checking if VFTable pointer was already present in the vector... Registering from single translation unit prevents duplicate instances that gets created if header is included by more cpp files.
Reworking this reduced 100kb+ of compiled code. This commit also reworked the way functions/variables/constant gets logged with their addresses; the new code formats them on the fly, and allows for resize at any time. Formatting is no longer required by programmer.
TODO: currently there are some compile errors for dedicated and client dll's. These will be resolved very soon as they need to be properly worked out still (server & client only stuff needs to be properly split). Use the 'main' (stable) branch for the time being if you need to compile these dll's.
* Used 'htonl'/'ntohl' for constructing the length prefix.
* Used static socket/address members instead of pointers.
* Used const qualifier where possible.
* Changed length prefix field type to 'u_long'.
* Removed extraneous include.
* Properly escaped percentage characters on the RCON game client for the ImGui console.
The Season 3 versions of the executable deadlock when threaded bone setup has been enabled on the client while the listen server has ran at least once during the process lifetime.
* Added validity checks for player names, they must be UTF-8 encoded, else game clients will crash attempting to set non-UTF-8 player names in RUI.
* CServer::RejectConnection now takes a 'v_netadr_t*', previously it was 'user_creds_s*', which worked as 'v_netadr_t' is the first member in 'user_creds_s'.
* Programmer must now manually pass a character buffer to 'v_net_adr::GetAddress(...)'.
* Replaced the boolean 'fatal' parameter with a error code parameter, anything non-null will prompt a message (fatal) and terminate the process with given error code.
* Fixed bug where the global ostreamsink for spdlog did NOT get cleared in 'SQVM_PrintFunc' when cvar 'sq_showvmoutput' was < 3. Moved to global scope.
* Added error message for when detouring the process has failed, with the error code.
* Only call 'Plat_GetProcessUpTime()' once per log, (improves performance and fixes bug where the error message box would show a different time stamp than what is logged into the console or file).
* All TIER0 loggers only log to notify and console when the SDK engine has fully initialized and detoured all functions.
* Fixed bug where multiple of the same entries get added to the global ban/refuse list.
* Fixed bug where we still use the client instance after deleting it in 'CBanSystem::BanListCheck()'.
* Load banlist at a later state (not at construction of class), this is needed for a future change of adapting the 'business' code to feature the game's FileSystem.
* CServer cleanup.
* More detailed ban messages (banned, added to refused list, removed from slot, etc..).
* Use localization key for banned message ("#Valve_Reject_Banned").
* Add const qualifiers to all CPylon methods.
Note:
* This commit requires changes on the master server, these changes are already performed, however the new master server isn't live yet until we publish the new release.
* Run 'CHostState::Think()' in the main thread.
* Construct 'NetGameServer_t' objects in main thread before dispatching (TODO: browser).
* Dispatch the call to 'CBanSystem::AddConnectionRefuse' from 'SV_IsClientBanned' to the main thread if we aren't main.
* Return bool for CBanSystem::AddEntry and CBanSystem::DeleteEntry for future optimizations (next commit).
When fatal is set, the function will show a error dialogue, which will halt the process and close when the message is dismissed. Else we will end up in a crash.
Renamed to EGlobalContext_t and used globally for all context types combined into one (required for rcon messages for example, as we do native and script messages, while also retaining colors).
* Use c++ methods as much as possible.
* Use enum types for accessing NavMesh objects from array.
* Use size_t for for loops when testing against size types.
* Don't compute strlen twice of more on the same string.
* Don't use unnecessary c string casts if there is a method with a std::string overload.
* Don't create string objects from string pointers if we could use them directly.
* Don't initialize RCON password twice on each change, and don't set if the new password equals the old.
* Moved ConVar usage text that where part of the help string to the usage string parameter.
* Flagged ConVar 'bhit_abs_origin' as FCVAR_DEVELOPMENTONLY | FCVAR_REPLICATED.
* Flagged ConCommand 'bhit' as FCVAR_DEVELOPMENTONLY | FCVAR_GAMEDLL.
* Check 'bhit_enable' before running the 'bhit' command callback.
* Fixed spelling in a few area's.
CUtlVector containing callbacks (you can have several callbacks for each ConVar).
also, in 'ConVar::InternalSetValue' Valve and Respawn run V_atod (atof) on function param 'pszValue', but they also check if input param 'pszValue' is a nullptr (which in this case, 'pszNewValue' gets set to an empty string), but yet they deref 'pszValue' (nullptr or not) in 'SetColorFromString' and V_atod, is this correct behavior?
For now I swapped these out with 'pszNewValue' for the very rare event the string happens to be nullptr.
* Use responceid from server to determine in which context to log.
* Moved all script loggers from combined enums to minus instead (SERVER = -3, CLIENT = -2, UI = -1 SERVER_CODE = 0, etc), this makes it much easier to align stuff in combined systems such as the RUI logger or NetMsg().
* Color log networked RCON messages properly on the client.
* Added dedicated logger for all received RCON messages (net_console.log).
* Log commands submitted through in-game console (allows for easier debugging when going through log files).
* Implemented robust length-prefix framing logic for non-blocking sockets (previously used character sequences to determine length, but you cannot use character sequences on protocol buffers as its binary data. This logic should fix all problems regarding some commands not getting networked properly to the server and stuff not getting printed on the client).
* Increased buffer size to std::vector::max_size when netconsole is authenticated (MAX_NETCONSOLE_INPUT_LEN still remains enforced on accepted but not authenticated connections to prevent attackers from crashing the server).
* Process max 1024 bytes each recv buffer iteration.
* Additional optimizations and cleanup.
* Changing RCON passwords on the server now closes all connections and re-initializes the system.
* Fully mapped out VFTable interface for IConVar* (used for ConVar callbacks, see callback.cpp).